A 15ft. Sphere of strong winds Kicks up at a point that you can see, The spell remains for as long as their is a creature inside of it that is living. Each creature that ends their turn in the Sphere or when the Sphere appears must make a Strength Saving throw or take 2d6 Force damage adding a d6 equal to your spell-casting modifier. The Sphere's space is difficult terrain.
Until the spell ends you can use a Bonus Action to move the cube to the same target or a different one.
Creatures in a 15 ft. radius of the cube can make a Wisdom (Perception) check equal to your Spell save DC. On a success the creature can hear a soft wind slightly faster than the wind (if there is wind) around them.
This Spell cannot be cast at higher levels
* - (A silk cloth and an opal each worth 50 GP)
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